Version: 2020.1
言語: 日本語

ArticulationBody

class in UnityEngine

/

継承:Behaviour

マニュアルに切り替える

説明

A body that forms part of a Physics articulation.

An articulation is a set of bodies arranged in a logical tree. The parent-child link in this tree reflects that the bodies have their relative motion constrained. Articulations are solved by a Featherstone solver that works in reduced coordinates - that is each body has relative coordinates to its parent but only along the unlocked degrees of freedom. This guarantees there is no unwanted stretch.
Like with regular Joints, there are two anchors for each pair of connected articulation bodies. One anchor is defined in the parent body's reference frame, whereas the other one is defined in the child's reference frame. Changing the constraints, you directly affect the allowed space for relative positions of the two anchors. For instance, ArticulationDofLock.LockedMotion will not allow any relative motion at all.

変数

anchorPositionPosition of the anchor relative to this body.
anchorRotationPosition of the anchor relative to this body.
angularDampingDamping factor that affects how this body resists rotations.
angularVelocityThe angular velocity of the body defined in world space.
centerOfMassThe center of mass of the body defined in local space.
dofCountThe amount of degrees of freedom of a body.
immovableAllows you to specify that this body is not movable.
inertiaTensorThe inertia tensor of this body.
inertiaTensorRotation慣性テンソルの回転角度
isRootIndicates whether this body is the root body of the articulation (Read Only).
jointAccelerationThe joint acceleration in reduced coordinates.
jointForceThe joint force in reduced coordinates.
jointFrictionAllows you to specify the amount of friction that is applied as a result of connected bodies moving relative to this body.
jointPositionThe joint position in reduced coordinates.
jointTypeThe type of joint connecting this body to its parent body.
jointVelocityThe joint velocity in reduced coordinates.
linearDampingDamping factor that affects how this body resists linear motion.
linearLockXThe type of lock along X axis of movement.
linearLockYThe type of lock along Y axis of movement.
linearLockZThe type of lock along Z axis of movement.
massThe mass of this articulation body.
maxAngularVelocityThe maximimum angular velocity of the articulation body measured in radians per second.
maxDepenetrationVelocityThe maximum velocity of an articulation body when moving out of penetrating state.
parentAnchorPositionPosition of the anchor relative to this body's parent.
parentAnchorRotationPosition of the anchor relative to this body's parent.
sleepThresholdオブジェクトがスリープ状態に入る、質量で正規化された運動エネルギーのしきい値。
solverIterationsThe solverIterations determines how accurately articulation body joints and collision contacts are resolved.
solverVelocityIterationsThe solverVelocityIterations affects how accurately articulation body joints and collision contacts are resolved during bounce.
swingYLockThe magnitude of the conical swing angle relative to Y axis.
swingZLockThe magnitude of the conical swing angle relative to Z axis.
twistLockThe type of lock for twist movement.
useGravityControls whether gravity affects this articulation body.
velocityLinear velocity of the body defined in world space.
worldCenterOfMassThe center of mass of the body defined in world space (Read Only).
xDriveThe properties of drive along or around X.
yDriveThe properties of drive along or around Y.
zDriveThe properties of drive along or around Z.

Public 関数

AddForceAdd force to the articulation body.
AddForceAtPositionApplies a force at a specific position, resulting in applying a torque and force on the object.
AddRelativeForceApplies a force to the articulation body, relative to its local coordinate system.
AddRelativeTorqueApplies a torque to the articulation body, relative to its local coordinate system.
AddTorqueAdd torque to the articulation body.
GetClosestPointReturn the point on the articulation body that is closest to a given one.
GetPointVelocityGets the velocity of the articulation body at the specified worldPoint in global space.
GetRelativePointVelocityThe velocity relative to the articulation body at the point relativePoint.
IsSleepingIndicates whether the articulation body is sleeping.
ResetCenterOfMassResets the center of mass of the articulation body.
ResetInertiaTensorResets the inertia tensor value and rotation.
SleepForces an articulation body to sleep.
TeleportRootTeleport the root body of the articulation to a new pose.
WakeUpForces an articulation body to wake up.

継承メンバー

変数

enabled有効であれば更新され、無効であれば更新されません。
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectこのコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。
tagゲームオブジェクトのタグ
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

BroadcastMessageゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。
CompareTagこのゲームオブジェクトは tag とタグ付けされているかどうか
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildren GameObject や深さ優先探索を活用して、親子関係にある子オブジェクトから type のタイプのコンポーネントを取得します。
GetComponentInParent GameObject や深さ優先探索を活用して、親子関係にある親オブジェクトから type のタイプのコンポーネントを取得します。
GetComponents GameObject から type のタイプのコンポーネントを「すべて」取得します。
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParent GameObject や深さ優先探索を活用して、親子関係にある親オブジェクトから type のタイプのコンポーネントを「すべて」取得します。
SendMessageゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します
SendMessageUpwardsゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringReturns the name of the object.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。
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